To be able to create a resizeable layout in games. you normally use
parts to define a button for example. Like a patch-9 image, which can
be stretched horizontally and vertically.

Apart from that for the UI it's better to use percentage values
instead of absolute pixels (0.f .. 1.f).

On Nov 2, 2:02 pm, Mark Murphy <[email protected]> wrote:
> On Tue, Nov 2, 2010 at 5:46 AM, MrChaz <[email protected]> wrote:
> > I think he's talking about textures looking bad scaled up, there's not
> > a lot you can do about that other than use higher quality source
> > material
>
> There is a big difference between having higher quality source
> material and saying the game UI has to be reimplemented for each and
> every resolution (e.g., 1024x600, 800x480). Having, say, -ldpi, -mdpi,
> and -hdpi textures makes perfect sense. Having QVGA and HVGA and WVGA
> and WVGA800 and WVGA854 and 720p and 1080p and whatever 1024x600 is
> and whatever else comes down the pike is another thing entirely.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Android 2.2 Programming Books:http://commonsware.com/books

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